Temple Termagant
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Joined: Friday, 22nd March 2019, 11:45
CeHu of TSO not sure how to proceed.
So I'm not sure if this character is strong enough for extended. I've never won before but I'd like to try for 15. Any advice?
Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Temple Termagant
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Blades Runner
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TheMeInTeam wrote:Getting ignition + tornado going on that int in OCP + Ce aptitudes isn't going to happen without scumming, maybe ignition by tomb or so. In contrast passage of golubria is nearly castable already and should be memorized as a poor man's cblink. Swiftness is worth picking up. I'd actually recommend eventually pushing for controlled blink, should be pretty obnoxiously effective on a character using a 27 skill holy longbow and pproj as needed.
Even stuff like confuse which can be nice vs hellions/tormentors isn't really needed; those types of enemies can be sniped with the bow in roughly a similar timeframe.
Angels, cblink, and pproj should take care of most uniques. With more armor/defenses to shore up AC/EV and gradually better loot extended should be fine.
Temple Termagant
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Joined: Friday, 22nd March 2019, 11:45
Zot Zealot
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Temple Termagant
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Joined: Friday, 22nd March 2019, 11:45
petercordia wrote:I've recently done my 1st zig. I remember the 1st couple of levels were pretty easy. Eventually you get huge mobs of mosters, and you need AoE damage and/or good hp regeneration to survive.
The first few levels are certainly fine. I would be inclined to switch to Zin for the zig, both to have a good escape option and to more efficiently remove mutations, but beware I've never actually done a Zig with zin
Temple Termagant
Posts: 7
Joined: Friday, 22nd March 2019, 11:45
Temple Termagant
Posts: 7
Joined: Friday, 22nd March 2019, 11:45
Temple Termagant
Posts: 7
Joined: Friday, 22nd March 2019, 11:45
Blades Runner
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Joined: Thursday, 25th October 2012, 03:19
Temple Termagant
Posts: 7
Joined: Friday, 22nd March 2019, 11:45
svendre wrote:You don't really want Zin for Zig clearing. Ideal is Makhleb so you can sublimate for mana on non-tormenting levels in-between AOE nukes. For levels with torment, it's a different story, you want necromutate and a staff of energy to channel mana between spells or as you get a breather. Zigs can be relatively easy all the way to level 27 if you don't get any difficult monsters, or they can be a royal pain in the butt. You just never know. I've done a lot of Zigs, and the worst levels are probably the ones with lots of Pan lords, followed by orbs of fire, greater mummies, and maybe angels thanks to smite. Melee doesn't play much of a role except in cases where you are silenced, out of mana, dealng with a highly resistant monster, or just mopping up.
Every time I've ever done zigs, mutations became a non-issue because you find so many mutation potions in them. The new potions will tend to remove bad mutations and replace them with good mutations statistically, so if you have enough potions you'll do better than remove all mutations with Zin.
That you are stuck with -20% HP is fairly bad. If you are with Zin, I think you can pretty safely scum the abyss to look for potions. If you want to do that, it's up to you. You don't have an extended win on your belt, so I'd suggest you not worry about playing politically correctly and do the scumming and anything/everything else you can to just get the win. You'll hone your skills up a bit more also. Keep those teleport scrolls close and fire them off if it looks like it might get nasty.
Back to runes now, so you've got one from hell. I hope not with Zin, because that would have been pretty rough. If you hadn't already, you should have switched back to TSO for hells/pan and tomb. If you have a decent pile of blinking scrolls and a well charged wand of digging, I might suggest you try pan before any more hell levels. I usually do hells before pan, but not really because I think it's safer, but more because I'm a little overly zealous when it comes to hording loot and you never know if you'll be stuck in pan for all four bosses (or how long at all).
You should be leaning on the portal projectile, and summoning angels. Kill tormenters fiends and hellions first, always. I don't think hell/pan should be all that rough. Tomb3 is tough, especially if you don't have experience with it. If you get to doing that, you may want to seek additional help beforehand.
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Abyss Ambulator
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Slime Squisher
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svendre wrote:Lol.. no no, you want Zin for the abyss, TSO for hells/pan/tomb.
Blades Runner
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Sorcerous wrote:svendre wrote:Lol.. no no, you want Zin for the abyss, TSO for hells/pan/tomb.
To each their own, then? My first 15-runer felt like a casual stroll under Zin.
Turned Panlords to salt left and right, mystical force got the "lol no" treatment, and it was hilarious to imagine a zealous preacher riding around on a personal tornado and lecturing the wicked on laws and purity
Slime Squisher
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svendre wrote:For sure. I like Zin a heck of a lot too. The reasons I prefer TSO for hells/pan/tomb is primarily the constant health depleting effects such as torment hellfire and smite. Zin has no way to block those effects retroactively, so without very strong regeneration (and you can't use the regen spell), you can get drained and backed into a dangerous situation. The best you can do is proactively avoid receiving damage. I play the game like, there is no way to escape, no way to prevent getting hurt, and then it's a bonus if I can escape or manage to avoid getting hurt. With TSO, you're constantly replenishing your health (and mana!), so you're essentially staying further from a dangerous state over time. Sanctuary and Zin can save your life, but not always from a damage spike. If you do save yourself with Sanctuary, you're still in a situation where you're surrounded and you have to use consumables to get your health back and/or escape, so they can run out more quickly. Sanctuary is also pretty hefty in terms of piety to use a lot. As for recite, I don't use it much because (unless I am corrected) I don't believe pillars of salt give XP. Each time you enter a level in Pan is possibly the most dangerous moment until the scene stabilizes. That means that if you are in a situation where XP is still helpful to increasing your odds of survival, you're better off getting more XP in pan than not before entering the next level, and pan is a large portion of extended.
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